"FOMM is a collection of utilities that should be
helpful to any modder or mod user. Current features include one
click mod installation and removal, plugin activation and load order
management, an esp creator and editor, an SDP shader editor, and a
BSA creator and unpacker."

Arwen Note: This utility program makes it much
easier to manage FO3 mods. I have written some basic
instructions on how to install a
mod with FOMM in my Fallout
Tips section.

Also, if you're using the FOMM, you no longer need ArchiveInvalidation
Invalidated. Just click on the 'Toggle Invalidation' button in the FOMM
main window.

This applies to the Traditional FO3 only version, which I'm still using.
(The newest version is also compatible with FNV, and is what I list is
my FNV Journal's mod list.)

"The Fallout Script Extender, or FOSE for
short, is a modder's resource that expands the scripting
capabilities of Fallout 3. It does so without modifying the
Fallout3.exe or the G.E.C.K. files on disk, so there are no
permanent side effects."

Installation: just extract the .dll
files and fose_loader.exe to your Fallout 3 directory (where
Fallout3.exe is located).
Start FO3 by running fose_loader.exe.
If you're using the FOMM, it will automatically launch FOSE (rather
than starting fallout directly). The 'Launch Fallout' button text in
the FOMM will change to 'Launch FOSE,' after you have installed
FOSE.

Arwen Note: the FOSE enables
modders to do all sorts of cool things with scripts in their mods, which
were not possible in the vanilla game. Any mod that has [requires
FOSE]
needs to have this utility installed on your computer.

The easiest way to tell if FOSE is installed
and running:

Load a saved game, open console, and type: GetFoseVersion
When you hit Enter, you should get the following: "FOSE version
1".
Any other (error) message means that FOSE is not running.

Fallout Script
Extender

Fallout Stutter Remover

- [requires FOSE] - v.4.1.26 (01/21/10) - SkyRanger-1:

"This plugin makes Fallout 3 not "stutter" as much, and generally
feel smoother or perform better. It prevents or mitigates a number
of issues related to stuttering and framerates, and can reduce the
frequency of stutter related crashes. For more detail, see Section
7: How This Works.

Note however that this generally will not fix anything wrong with
your drivers, hardware, or codecs - if you have fundamental reasons
for for poor performance, this probably won't help much.

This is a port of the Oblivion Stutter Remover (OSR) to work for
Fallout. So far, it does not work as well as the original Oblivion
Stutter Remover, but it should help some.

This should be compatible with everything. The only caveat is that
mods that monitor FPS will not be able to accurately measure FPSes
outside of the target range set by this plugin (10 to 30 by
default). In fact, even FPSes that merely come close to FSR targets
may be difficult to measure. "

Installation: Place the file sr_Fallout_Stutter_Remover.dll in to your
Fallout\Data\fose\plugins folder. If you don't have such a folder,
create it. If you had an older version of FSR installed, delete its
ini file (Data\fose\plugins\sr_Fallout_Stutter_Remover.ini). If
there is no existing FSR ini file then FSR will generate a new ini
file with settings appropriate for your version the next time you
run Fallout.

Arwen Note: the Stutter Remover has fixed most of the annoying stutters
that I was having . . . if you have decent frame rates, but are
experiencing frequent stutters (pauses), I highly suggest that you
give this utility a try.

Fallout Stutter
Remover

FO3Edit v.3.0.31EXP (10/05/13)
- by ElminsterAU:

"FO3Edit is an advanced graphical module viewer/editor and
conflict detector. When started it will automatically find
your Fallout 3 Data directory. You then get a dialog to select which
modules you want to load with the current selection from your
plugins.txt as default value. Once you have confirmed that dialog
the selected modules will start loading in the background. Depending
on your system it should take 30 seconds to a few minutes (!) for
all modules to load. You can follow the progress in the message
window. (Don't panic if it seems to freeze, it just takes time).

The tree view on the left side now shows all active modules in their
correct load order. By navigating that tree view you can look at
every single record in any of your modules.

Once a record has been selected the detailed contents of that record
is shown on the right side. The detail view shows all versions of
the selected record from all modules which contain it. The left most
column is the master. The right most column is the module that
"wins". This is the version of the record that Fallout 3 sees.

Both the detail view and the record list use the same color coding
to signal the conflict state of individual fields (in the detail
view) and the record overall (in the record list)."

"FO3Plugin works with Fallout 3 ESM/ESP files. You can display
the records and merge two plugins to form a new plugin. You can also
create an override plugin containing the merged lists from one or
more plugins."

Arwen Note: this utility makes it really easy to merge plugins.
When making updates for my Realism Tweaks, I had previously been
spending hours to create my FULL merged esp from all the individual
modules . . . with this little utility it now takes me less than 5
minutes!

FO3
Plugin Utility

Garden of Eden Creation Kit
[G.E.C.K.]
v.1.5 (5/04/09) - by Bethesda

"The G.E.C.K. provides the community with tools that will allow
players to expand the game any way they wish. Users can create,
modify, and edit any data for use with Fallout 3, from building
landscapes, towns, and locations to writing dialogue, creating
characters, weapons, creatures, and more."

Arwen Note: this is the Construction Set for Fallout

Garden
of Eden Creation Kit

GECK Essentialsv.1.0 (added 1/18/09) - by Lf751

Arwen Note: this "mod" includes official tutorial pages, FAQ, and more.
This was created to
aid in learning how to use GECK

GECK
Essentials

FaceGen Exchanger

v.0.3b
(2/16/09) - by scanti

This utility allows you to transfer your character's face to and from
a Fallout/Oblivion save or a FG file (Facegen Modeller's file format).

Arwen Note: This is still in the Beta stage - and due to
differences between Oblivion's and Fallout's Facegen programs, faces
that are import between the two games will not look exactly the same (my
Oblivion charcter come out looking very strange when I imported her face
into my Fallout game).

This program has worked great for me to import my original Fallout 3
character into newer Fallout 3 games.

If you get a Delimiter Errorwhen
you are transferring a face:1.) Load the save that you are trying to transfer the face TO2.) Open the console and type in ShowPlasticSurgeonMenu
3.) Close the console4.) Click the randomize button once and accept the new face5.) Save the game, exit the game6.) Run FaceGen Exchanger, this time transfer TO the new save.

"replaces Fallout 3's saving system so that you no longer have to
rely on only a single autosave or quicksave to fall back on.

This is achieved by cycling through a certain number of saves, so that
older saves are still overridden but there are also always previous
saves available if you need to reload a save earlier than your last one.

CASM creates saves in three ways:- Automatically after a certain length of time- Automatically after certain events- Manually with the F4 key

You can quickly load your last CASM save with the F8 key

Compatibility:
This mod is NOT compatible with my
Realism Tweaks' One Life module
(because this module only works with its own unique autosaves). Note
that it is fully compatible with all my other modules . . .
just don't use it if you have my One Life module active.

Arwen Note: I'm a very focused person (which is a need for me, in
that's just the way that my brain works). So this means that when
I'm playing a game like Fallout, I tend to get so involved with my game
that I often forget to occasionally save my game. So, when
my character gets killed (which happens way too often), my last saved
game is often from 30 minutes ago. The other problem is that is
that when I change cells, the default autosave overwrites the previous
autosave, and I often want to load my game from the earlier autosave -
but it's gone. CASM takes care of both of these issues - and it
does so nearly invisibly (there's just a brief pause while my game is
being saved). And you can configure everything from the CASM
options menu (under Items/Aid).

Oh, and you can have up to 3 separate profiles - which means that you
can use 3 unique sets of saves for 3 different characters.

"If you're unfamiliar with DUI for Oblivion, the goal is to
make the UI look more at home on the PC. This means smaller fonts,
more visible items in the lists, and scaling of some elements.
Though improved, the F3 ui is a little too big for my taste, hence
DUI F3. As with the other version, I will try to implement settings
where appropriate. Settings can be
found in Data\menus\prefabs\DUIF3Settings.xml."

"The HUD has been completely transformed. You have full control
over scale, color, visibility, and positions. Open the config file
to see what more can be done to it."

Arwen Notes: If you're on a PC and not
using Darn's mod, you are really missing out on a Great UI! See the thread/download
link for many more details. I highly recommend this mod. Even though
this DarN still considers this in Alpha, it is essentially bug free
at this point (I haven't noticed any) and I'm using it and loving
it.

IMPORTANT! Make
sure that you edit the Fallout.ini, with the font changes, as shown
in the download thread!

Turn off Quest Markers & Landmarks:
I like to discover things myself so I have these turned off in my game.

To disable these Markers:
open the DUIF3Settings.xml and make the following edit (the
0, was set at 1 by default)

Turn off Sneak Messages:I personally found the sneak messages to be
annoying, and not at all realistic (after all, my character really
shouldn't have a pop-up message telling her when she was hidden).
DarN's combat indicator works so much better for me.

To disable the Sneak messages:
open the DUIF3Settings.xml and make the following edit (the
0, was set at 1 by default)

Enable Combat Indicator: DarN was nice
enough to add a handy little Combat Indicator at my request. I never liked the psychic sneak
awareness indicators, such as [HIDDEN] (early version of my Realism Tweaks removed
these in the Stealth module). But after disabling the sneak
indicators, I found that because I never knew when I could patch up my injuries
(with
Real
Injuries), since I had to wait until the program had determined that
I was no longer engaged in combat (even when I wasn't actually
actively engaged at all). I had to keep opening up the RI
first aid kit to see if I could us it . . . which was not very
immersive at all! DarN's Combat Indicator is a tiny little
red icon that appears at
the very top of your screen to let you know when you are "engaged"
in combat. I think of it as my "spider sense" (my intuition) .
. . sort of how you feel that someone is looking at you.
The really cool thing is that you don't even have to be in sneak
mode! Anyhoo, if you want to give this a try, you have to turn it on (as
it is off by default):

open the DUIF3Settings.xml and make the following edit (the
1, was set at 0 by default)

"I've made this mod because it always irritated me that a lot of
the different misc category icons use the same generic junk icon. I
think some of you will really enjoy this, hopefully as much as I enjoyed
making it. This mod aims to one day give all misc items their own icon.
Starting out with schematic parts and working our way from there. "

Arwen Note: this mod adds unique PipBoy icons to many of the
misc. items, which greatly reduces the amount of items that all had the
generic "junk" icon . . . and really improved the visual selection of
items for me.

T3T Misc Item Icons

Pipboy Item Descriptions Mod
v.1.9.5 (5/07/09) - by weedking:

"adds descriptions to
the various Pipboy item images - created with the MTUI
UI mod in mind but it may work with other UI mods

Arwen Note: It's nice to have descriptions of game items,
especially at the beginning of the game, when you are trying to
figure out what many of the items are for.

Pipboy
Item Descriptions

KTs_Centercamera
v.1.0 (3/21/09) - by Tsuruga:

"It looks like the Oblivion Point of view in game. The centered
camera as stand alone variant."

Arwen Note: I just couldn't get use to the off-center
3rd person camera view, and this mod totally fixes that issue for
me. (This one just changes the 3rd person does not remove the
sneak mode messages.)

Arwen Note: RPGs never seem very balanced to me and leveling
is ALWAYS way too fast - it's like the whole idea of the game is to
level up . . . without having to work very hard at all. These
are two areas that I always try to fix first, as I want my game
balanced from the very beginning. Maybe its because I've
competed as a collegiate athlete, where I've had to work really hard
to improve my skills, but you just shouldn't be rewarded until
you've actually earned it. These next four mods work very
well together in rebalancing perks, karma, skills, and slowing down
the speed at which you level up. [You may also want to try my
Realism Tweaks,
which is an Extreme Realism mod, as it greatly improves the game
balance between NPCs/Creatures and the Player Character.]

Karma Revamp Mod v.1010 (2/20/09) - by
Brazuca:

"Neutral ground has been greatly increased, so you are much more
likely to stay Neutral.Good Karma and Very Good Karma take many more good deeds in order to
change your reputation.Bad Karma and Very Bad Karma take many more bad deeds in order to
change your reputation."

Arwen Note: This mod just makes your Karma more reasonable
and more consistent - with slower increases and slower decreases.
This is completely modular, so you can pretty much pick exactly the
changes that you want. And, since a new game is not required,
you can easily switch to a different esp. I'm currently using
the single KarmaRevamp.esp
(Which contains, KarmaThreshold, KarmaHard, KarmaStealingIncrease,
KarmaCannibalIncrease, KarmaChurchDecrease, and the
KarmaFutureImperfect changes).

When I first started playing Fallout 3, I soon found that I was
leveling up way too fast . . . which was surprising, since there are
only 20 levels in the default game. There are several mods that
allow you to reach higher levels, but my mod takes a different
approach, while adding a bit of RPG balance. My mod reduces
the Experience Points Rewards (XPR) that you receive in the game.
You earn XPR for killing creatures; solving quests (and sometimes
for doing sections of a quest); disarming mines and traps; picking
locks; hacking computers; and passing speech challenges. Once you
gain the required amount of experience points, you level up.

Version 2.2 Changes:

-

The archive now contain two esps . . . a regular/slow leveling
version, and an extreme/very slow leveling version. (Only activate
one at a time.)

-

Both versions are balanced for Normal Difficulty gameplay, but I
adjusted the Difficulty Modifiers a bit differently for each (which
should further enhance their differences).

-

With the game set on Normal Difficulty, the regular esp will likely
result in a slightly faster leveling up pace than with version 2.1.
(the extreme esp will result in a considerably slower pace).

Reduced XP for Disarming Traps, from 75% of default to 70% (50% with
extreme version).

-

Now also reduces XP for Secret Area Discovery by 60% of default (40%
with extreme version) [This had been left at default in v.2.1].

Concept of my Reduced XPR mod:

-

This mod slows down how fast you will level up, by reducing the
default Experience Points Rewards (XPR), for all difficulty levels.

-

It also brings a bit more balance, by reducing XPR for killing a
factor of 3 (5 with extreme version), while reducing XPR for most
other achievements by only a factor of 2 or less (2.5 or less, with
extreme version).

-

There are however, certain events that will cause you to level up,
even though you are receiving fewer Experience Points. For instance,
when you leave Vault 101, you level up to Level 2 (I only had 19 out
of the required 200 XPs when I exited the vault, yet I still leveled
up, since you receive 200 XP when you exit the Vault).

-

My mod does not alter the required number of XP you need to advance
to the next level . . . it just reduces the amount of XPR that you
gain during gameplay, by reducing the number of points awarded for
individual tasks/challenges. This is why my Reduced XPR mod is
compatible with all the DLC, including Broken Steel (which adds 10
more levels).

The
Differences Between the Two esps:

-

Regular version (Arwen_XPR.esp): reduces XPR for killing by 75%, and
reduces XPR for most other achievements by 25-50%.

-

Extreme version (Arwen_XPR_Extreme.esp): reduces XPR for killing by
80%, and reduces XPR for most other achievements by 40-60%

-

The differences between my two versions may not seem like much, but
I've been using the extreme version in my own game for a while, and
gaining experience points is noticeably slower.

-

As a test ... I played the game for nearly an hour with each esp
(with virtually identical gameplay, each starting at the beginning
of Level 2.

-

Using the Arwen_XPR.esp: I gained 169 XP (31% of what I needed to
reach Level 3).

-

Using the Arwen_XPR_Extreme.esp: I gained only 104 XP (19% of what I
needed to reach Level 3).

Changing the game Difficulty
Level will still change experience gained from killing
enemies:

-

With Default game: On Very Hard you will receive 150% more XP for a
kill, while a kill on Very Easy will yield 50% less XP. For example,
a Deathclaw is worth 25 XP on Very Easy, 50 XP on Normal and 75 XP
on Very Hard.

-

With the Arwen_XPR.esp: On Very Hard you will still receive 150%
more XP for a kill, and a kill on Very Easy will still yield 50%
less XP. But now a Deathclaw is only worth 7 XP on Very Easy, 15 XP
on Normal and 22 XP on Very Hard.

-

With the Arwen_XPR_Extreme.esp: On Very Hard you will still receive
150% more XP for a kill, and a kill on Very Easy will still yield
50% less XP. But now a Deathclaw is only worth 5 XP on Very Easy, 10
XP on Normal and 15 XP on Very Hard.

Using My Reduced XPR mod with a
Current Game:Obviously this mod is best used with new
games, or at low character levels . . . but you do NOT have to start
a new game (the XPR changes will kick in as soon as you install my
mod).

To switch over from another slower leveling mod that reduces XPR
(like Koldorn's Slower Levelling), follow these steps:1.) Deactivate your current XP mod2.) Start your game and check your XP (in your stats)3.) If your current xp is higher than the amount that you need to
level up (example: 800/550), enter the console and type in: "rewardxp
-XXXX" (without the quotes) - the xxxx is the amount of
xp you want to remove to get somewhere below the required amount you
need to level up (in my example, I could enter "rewardxp -300",
which would give me 500/550).4.) Make a CLEAN save (do not overwrite a previous save)5.) Install my XPR mod6.) From this point on, it will take you ~ 3 times longer to gain
Experience Points (than with the default game).

Compatibility: - DLC:100% compatible with
all DLC, including
Broken Steel. since I
only edited the XPR values.
-
Realism Tweaks: should no longer be used with of my Realism
Tweaks (version 4.7 and later), since my Realism Core module
now globally reduces ALL XPR by using my XPR Multipliers (which can be
easily changed in my Options Menu).

Arwen Note: This is a cumulative patch, which means
that it contains all previous updates (it is a 50 MB patch, so it
does way more that just add Mothership Zeta achievements).

I have not yet tested this one out and it is still not clear as to
what it actually does, and it is getting mixed reviews, although
most are positive and many people are saying that it has eliminated
the crash on exit bug, and that they are experiencing less in game
crashes. I'll post more when I have more information

IMPORTANT! If you have FOSE installed you need to update to
the latest version (v.1.1 beta 9 or later).

Fallout 3 Update US English

Achievement
Remover v.08-22-09 (8/22/09) - by JustinOther:

"These mods simply remove the AddAchievements from Fallout 3 and
Operation: Anchorage, The Pitt, and Broken Steel for those not concerned
with XLive trophies. The timing of the AddAchievements relative to
crashes I've experienced (and seen others write about) led me to believe
that the achievements were part of the crashes. As my first time through
the DLC was extremely rough before doing this and now it's smooth
sailing, I think I might be onto something rather than just on
something. All edited scripts have been recompiled minus the
achievements and seem to be working like a charm."

Arwen Note: My Hard-Core module (part of my Realism Tweaks)
removes Achievements from all Bobbleheads. So my mod would be compatible
with mods that remove the Xbox Achievements, such as JustinOther's Achievement
Remover.

- This mod fixes critical errors in FO3 + DLC esms to reduce
crashes/freezes and increase smoother game play. It's as simple as that,
no more, no less

- Ghoul npcs will have ghoul hair (Result from a fix)

- Few more sounds will be heard in various places (seagulls,
crickets, birds, etc) "

Requirements: ALL
5 DLC must be installed and active!

Arwen Note: I am currently NOT using this mod/patch in my
own game, since I am still using the older
Error Correction
mod, which is no longer available). I've simply added this mod as
a possible alternative.

Error Corrections -
Reduce CTD

Unofficial
Fallout 3 Patch
[UF3P]
v.1.2.0 (8/11/09) - by Quarn:

"The Unofficial Fallout 3 Patch is an extensive mod fixing
various bugs throughout the Fallout 3 world and in the official
DLC's!

This mod/patchincludes all sorts of bug
fixes, including the mouse acceleration fix.

Important: uninstall previous version
before installing the latest version!

Compatibility: This patch was
created for version 1.1+ (English) and should not be used with any other
Fallout 3 versions.

Install: make sure that only
installed DLC is checked. The Unofficial DLC Patches will ONLY
work if the DLCs are in your \Fallout 3\Data\ folder otherwise using
them will crash your game.

Load Order: this should load
directly after Fallout3.esm, and the DLC esms.

***Arwen Note: I am currently NOT using this patch in my
own game as it seemed to have some compatibility issues with several of
the other mods that I'm using (moistly due to textures that it
adds/changes). If you have this patch installed and find that your
game is crashing a bunch, try uninstalling it and see if this helps.
I'm hoping that a future version (if one is released) might be more
compatible.

Unofficial Fallout 3 Patch

Dialogue
Tweaks
v.0.7d (3/30/10) - by jordik:

"Fallout 3 has a lot of little dialogue oddities that break
immersion. This small mod aims to fix as much as possible without
fundamentally changing quests."

New in 0.7d: removed my broken fix for Walter's water pipes quest.

Arwen Note 10/06/09): I really like what this mod does. But I
decided to archived this mod when I was using v.0.7c (3/18/09), when I
discovered that it was breaking
a few quests (I personally had a problem with the water pipes quest),
preventing them from working correctly. When I found out that this
mod had finally been updated (after a year!) and that the new
version seems to have fixed the quest issues, I gave it another try
. . . and when it passed my play testing, I added it back to my FO3
recommended mod list. [See, my archive is not necessarily the last
stop for a mod.]

Dialogue Tweaks

Free Play after MQ
v.0.5 (12/13/08)
- by Zalmoxis and DJ_Kovrik:

Optional:
if you have any mp3 file in ..\Data\Music\ZALpostMQ, it
will be played after videos (no mp3 file included).

Arwen Note: without this mod installed, when
you finish the main quest the default game ends.
(Of course this isn't needed if you have Broken Steel installed.)

Incompatible with Broken Steel: I have not tried this with BS yet, but my understanding is that if you do a
Clean Save at a point
before you finished the Main Quest , and the continue from your
clean save and then complete the Main Quest (with this mod
uninstalled); that Broken Steel should load ok.